Descending Further: The Dark Secret Beneath Durst Manor
| filed under: Strahd von Zarovich, Curse of Strahd adventure, Durst Manor Barovia, haunted dungeon descent, Barovia gothic horror, D&D virtual campaign, D&D Beyond toolsWith each step, they face both supernatural and mortal challenges, haunted by the spectral children, Rose and Thorn, and shadowed by the ever-present figure of Count Strahd von Zarovich. The ancient chanting that echoes through the caverns only deepens the sense of doom, a reminder of the land’s cursed legacy and the dark forces lying in wait.
Session Log: Day 4 – Descent into Darkness beneath Durst Manor
The night passes uneventfully in the Durst manor—a surprising lull after the recent haunting experiences. As dawn breaks, Valen’eir the elf wizard, Radley the human fighter, Skalt the elf monk, and Ares the half-orc barbarian gather their resolve, preparing to uncover the dark secrets lurking in the manor’s depths. Just as they begin their descent, the ghostly twins, Rose and Thorn, reappear on the spiral staircase, pleading with the party not to leave them behind. Their voices, tinged with desperation, echo hauntingly in the silence. As the children vanish, Radley and Ares are left subtly changed, a strange and intangible influence casting a shadow over them.
Upon reaching the subterranean tunnels, the adventurers find themselves surrounded by narrow, clay-lined passages, where creaking wooden beams barely contain the weight of the earth above. Shadows flicker along the walls as they move through the dark, claustrophobic corridors. Whispers echo around them—faint murmurs that rise and fall in an unnatural cadence, yet too distorted to be understood. Radley, normally the stoic fighter, appears shaken, his face pale and tense. Ares, usually composed, grows increasingly frustrated, lashing out at small provocations.
As they explore further, the party uncovers rooms that hint at a past community—a series of small cells, each furnished with a bed and an old coffer. The coffers contain a few coins, some small gems, and a silvered short sword, a small but welcome boon in an otherwise oppressive environment. The group presses onward, encouraged by these small findings but still wary of the pervasive darkness.
Their progress is abruptly interrupted by a monstrous, snake-like creature dropping from above. It hits the ground with a sickening thud, raising its tentacled face and revealing a sharp beak surrounded by writhing appendages. The confined space makes coordinated attacks difficult, and Ares’s frustration peaks as she shouts at Skalt to clear her line of sight. Radley, visibly shaken by the creature’s grotesque form, steps forward but begins to sob quietly, overwhelmed by the horror. Valen’eir, maintaining his distance, casts a precise Magic Missile, sending bolts of energy into the creature. After a fierce struggle, they manage to kill the monster, though not without sustaining injuries.
The faint murmurs that echoed earlier now grow louder as they move deeper, forming into a rhythmic chant: “He is the ancient. He is The Land!” The words resonate ominously through the tunnels, sending a chill down their spines. Skalt recalls that Strahd, whom they previously encountered, had referred to himself as “The Land.” Realizing they are moving closer to Strahd’s influence, the party presses on, though the foreboding atmosphere intensifies with each step.
The group soon stumbles upon a narrow side passage leading to a crypt. Stone slabs line the walls, bearing chiseled names: Elisabeth and Gustav Durst, with additional slabs marked for Rosavalda and Thornboldt. With effort, they pry open the children’s tombs, finding empty coffins within. Radley, his demeanor unsettlingly altered, calls Ares over, addressing her as “Rose” and urging her to view the tombs. Valen’eir and Skalt exchange wary glances, realizing that Ares and Radley are under the influence of the children’s spirits. To free their companions from this possession, Valen’eir retrieves a doll from the children’s room in the attic, while Skalt collects their bones. Upon laying the bones to rest in the coffins, Ares and Radley are released from the spirits’ grip, regaining control over their senses.
The party continues their investigation, opening Gustav’s tomb only to find it empty. In the adjoining chamber, they find two more tombs: one bearing the name Walter and another that is blank. While examining the crypt, Valen’eir cries out in alarm—a giant centipede has lunged at him from within Elisabeth’s tomb. He strikes it back, but the creature retreats into the darkness. The group decides not to pursue it, wary of the unknown dangers it may lead them to.
As they delve deeper, they reach a shrine room, lined with shackled skeletons whose empty eye sockets seem to watch them from the walls. In the center of the room stands a statue of Count Strahd von Zarovich, one hand resting on the head of a wolf, the other holding a crystal orb. Fearing the skeletons might reanimate, Radley and Valen’eir carefully remove each skull, piling them together in the center of the room, certain this will prevent any undead threat.
Turning their attention to the statue, Skalt warns against disturbing the crystal orb, sensing its ominous aura. However, Valen’eir, either out of curiosity or darker compulsion, reaches out and takes it from the statue’s hand. Instantly, the air around them grows cold, and shadows coalesce in the corners of the room. Dark, spectral figures emerge, hissing as they approach the adventurers with clawed, ghostly hands. Their touch saps the party’s strength, leaving them weakened and vulnerable. Despite their efforts to fend off the shadows, the battle takes a dire turn—Valen’eir falls unconscious, slumping against the cold stone floor, while Skalt is overwhelmed and breathes his last in the dim torchlight, the strength drained from his body.
In the heavy silence that follows, the surviving adventurers gather themselves, each bearing the weight of their fallen comrade. Though they have defeated the shadows, they have paid a high price, realizing with painful clarity that Barovia is a place where even the smallest mistake can prove deadly. The journey ahead remains uncertain, but as they prepare to continue, they carry the memory of their loss—and the grim understanding that in Strahd’s land, safety is only ever an illusion.
Race
In this chapter of their adventure, the varied backgrounds of each character come to the fore. Barovia’s oppressive and insidious nature reveals the vulnerabilities and strengths of each race, testing the heroes’ willpower and resilience in different ways.
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Elves (Valen’eir and Skalt)
Elves in Barovia represent a near mythic legacy. Both Valen’eir (a wizard) and Skalt (a monk) bring the natural grace and keen perception of elves into their exploration. However, even with heightened senses and honed instincts, the dark enchantments of Barovia challenge their abilities, creating unsettling encounters. Elves are generally resistant to charm and sleep spells, but Barovia’s dark energies seem to dampen their usual defenses, highlighting the land’s malevolent power. Valen’eir’s inherent dexterity allows him to cast spells with precision, while Skalt’s agility aids in navigating the tight spaces within the tunnels, yet the land’s draining atmosphere tests both their stamina and resolve. -
Human (Radley)
Radley, a human fighter, embodies the adaptability and determination of humankind. Humans in D&D settings often lack the inherent magical defenses of other races but are compensated by an indomitable spirit and the ability to excel in any chosen path. Radley’s human resilience is evident as he endures the psychological and physical effects of the haunted passages and the ghosts of Rose and Thorn. His adaptability makes him a natural leader, quick to make decisions and take on threats, even when fear momentarily overtakes him. Radley’s possession by Thorn’s spirit highlights the susceptibility of humans to supernatural influences, but his recovery afterward speaks to his innate strength. -
Half-Orc (Ares)
Half-orcs like Ares are known for their raw strength and combat prowess, traits that are particularly valuable in hostile territories like Barovia. Ares brings a half-orc’s durability, strength, and ferocity, especially in close combat encounters, making her invaluable in the skirmishes within the tunnels. However, even she cannot fully suppress the haunting influence of Rose’s spirit, which manipulates her emotions and reactions. Despite her physical strength, Ares’s half-orc rage is affected by the ominous energy of Barovia, magnifying her frustration and temper. This complex dynamic between her inner rage and the supernatural manipulation of her spirit adds a layered psychological challenge to her journey.
Class
Each character’s class offers distinct skills and combat styles, which are crucial in the encounters under Durst Manor. The party’s diverse mix of classes brings both magical and physical prowess, essential for surviving Barovia’s horrors.
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Wizard (Valen’eir)
As a wizard, Valen’eir possesses arcane knowledge and a range of spells that offer both offense and defense. Wizards in D&D are scholars of magic, dedicating their lives to mastering spells and magical lore. Valen’eir’s Magic Missile spell is particularly useful in the narrow tunnels, as it allows him to target enemies without the risk of hitting his allies. His intelligence and perception help in identifying symbols, incantations, and other magical elements within the crypts, such as the chanting and the aura around the crystal orb. However, wizards are physically vulnerable, and Valen’eir’s limited endurance and health points make him a prime target in close combat, as seen when the shadows drain his strength, leaving him unconscious. -
Fighter (Radley)
Fighters are front-line combatants trained in the art of weaponry and tactics, and Radley exemplifies these traits. His role as a fighter enables him to protect his teammates, taking on threats directly and sustaining damage that might otherwise incapacitate a weaker party member. Radley’s training allows him to wield a variety of weapons and armor effectively, and his bravery, though sometimes compromised by the supernatural influence of Barovia, usually enables him to remain resolute in battle. The fighter’s stamina and resilience make him a steady presence, even as he faces the horrifying effects of possession by Thorn’s spirit, showing that his mental strength is as formidable as his physical prowess. -
Monk (Skalt)
Skalt, an elf monk, embodies speed, precision, and discipline. Monks channel their inner strength and focus into powerful unarmed strikes and acrobatic maneuvers, making them deadly even without weapons. Skalt’s martial arts training makes him highly agile, allowing him to avoid attacks and strike with pinpoint accuracy. His spiritual alignment helps him stay calm amid Barovia’s disturbing sights, though the influence of the cursed land weighs heavily on him. Monks are also somewhat vulnerable to the dark, magical attacks that Barovia offers, as evidenced by Skalt’s untimely death in the encounter with the shadows. The shadows’ strength-draining touch targets Skalt’s physical resilience, ultimately overcoming his defenses. -
Barbarian (Ares)
Ares, as a half-orc barbarian, embodies raw power, aggression, and the ability to endure punishing blows. Barbarians can enter a state of rage, which boosts their damage output and increases their resistance to physical harm. Ares’s rage is her main strength, allowing her to shrug off injuries that might incapacitate others. In the dark tunnels of the Durst estate, her rage-driven strength and resilience keep her and her allies alive during combat. However, her frustration grows as Barovia’s energy disrupts her focus, and Rose’s influence tests her ability to maintain control over her own rage. Ares’s internal struggle between her primal fury and the manipulative spirits showcases the complexity of being a barbarian in Barovia, where even the strongest will can be bent by dark forces.
Monsters
Barovia’s tunnels are teeming with grotesque and otherworldly creatures, each presenting unique threats that test the party’s combat abilities and adaptability.
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Otyugh (Tentacled Creature)
The snake-like, tentacled creature that attacked the party in the dining area is a creature known as an Otyugh. With a powerful beak and writhing tentacles, Otyughs are typically subterranean monsters that thrive in damp, dark places. They are known for their resilience and aggressive nature, attacking anything that intrudes on their territory. The Otyugh’s tentacles allow it to lash out and ensnare enemies, which, combined with its strong beak, makes it a formidable opponent in close quarters. Its defensive position within the alcove limited the party’s ability to coordinate an attack, and its resilience to damage forced the group to expend valuable energy and spells. Despite their best efforts, the party sustained injuries, showcasing the Otyugh’s tenacity. -
Spectral Shadows
After Valen’eir seizes the crystal orb from Strahd’s statue, dark, ghostly shadows emerge, hissing as they approach the party. Shadows are undead creatures formed from the lingering energies of death and despair, often found in cursed lands like Barovia. These spectral entities are particularly dangerous due to their ability to drain strength with a mere touch, weakening their prey physically and mentally. The shadows’ ethereal nature makes them difficult to combat with conventional weapons, and they can move through solid objects, allowing them to attack from all angles. The party suffers heavily in this encounter, with Valen’eir rendered unconscious and Skalt losing his life. The encounter with the shadows serves as a brutal reminder of the toll Barovia’s magic takes on even the most seasoned adventurers. -
Animated Skeletons
Though not encountered directly in combat, the shackled skeletons lining the shrine room offer a lingering threat. These skeletons, bound to the walls, are remnants of past horrors inflicted by Strahd or his followers. Radley and Valen’eir, believing that removing the skulls would prevent any reanimation, pile the skulls together as a precaution. Skeletal remains, especially in Barovia, often hold residual dark energy, and the possibility of these skeletons coming to life adds an underlying tension. Though they remain motionless in this session, the potential for reanimation hovers, adding a layer of unease as the group moves forward. -
Ghostly Possession
Although not a traditional monster, the possession of Radley and Ares by the spirits of Rose and Thorn is a haunting reminder of Barovia’s malevolent powers. The children’s spirits, still trapped and longing for peace, exert control over the two adventurers, influencing their behavior and clouding their judgment. This possession manifests as subtle changes in demeanor and emotions, unsettling the party and adding a psychological dimension to the horror. Even after their bones are laid to rest, the specter of possession lingers, suggesting that in Barovia, no one is truly free from the reach of its spirits.
The dangers beneath Durst Manor serve as both a physical and psychological battlefield, where each race, class, and encounter highlights the unique challenges of surviving Barovia’s darkness. The party must navigate not only threats of violence but also the emotional and mental toll of Barovia’s unrelenting curse. Their resilience is tested at every turn, and the shadows of Strahd remind them that here, they are never alone and never safe.
Glossary of Terms:
- Durst Manor: An abandoned estate within Barovia with a dark history. Its cursed halls and hidden passages reveal the twisted past of the Durst family.
- Rose and Thorn: The ghosts of two children, Rosavalda and Thornboldt Durst, whose spirits haunt the manor and sometimes possess unsuspecting visitors.
- Strahd von Zarovich: The dark lord of Barovia, who calls himself “The Land.” His influence is palpable in the cursed and bleak surroundings.
- Crystal Orb: An artifact held by the statue of Strahd. Its purpose is unclear, but touching it unleashed dangerous shadow creatures upon the party.
FAQ:
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Why did Rose and Thorn possess Ares and Radley?
The children’s spirits are restless, perhaps hoping that possessing someone would help them escape the curse binding them to the manor. Laying their bones to rest finally released their spirits. -
What does “He is the ancient. He is The Land!” signify?
This chant seems to honor Strahd, symbolizing his dominion over Barovia. The ominous phrase reflects his inextricable connection to the land, a bond that makes him nearly god-like within his realm. -
Why did the group take the crystal orb despite the risks?
Curiosity and the hope of gaining an advantage over Strahd likely drove them. In a cursed land with so few sources of power, artifacts are rare, and even a small chance of aid is worth the risk—though, as seen, this risk was nearly fatal. -
What was the significance of removing the skulls from the skeletons?
The adventurers hoped that by removing the skulls, they could prevent any potential undead creatures from rising. Unfortunately, it appears that this action was futile, as the real threat lay within the shadows summoned by the orb.
Final Thoughts: This leg of the journey under Durst Manor was filled with harrowing discoveries and painful losses. Skalt’s death serves as a stark reminder of the dangers Barovia holds, and the group must press on, knowing the shadows of Strahd lie in wait. The cursed land shows no mercy, but the party’s resilience is their only hope against the unyielding darkness.
The Virtual Tabletop Experience: D&D Beyond, Discord, and Playing Together While Apart
In our modern age, the classic tabletop experience has expanded from the physical to the virtual, allowing players to connect from anywhere in the world. Our group, scattered across various locations, uses D&D Beyond for character management, campaign coordination, and digital die rolling, while Discord Voice Chat serves as our gathering space, bringing our voices together in real-time, even if we’re not seated at the same table.
D&D Beyond has become a staple for remote D&D sessions, acting as an all-in-one platform that integrates character creation, campaign management, and interactive tools like mapping and die rolls. Here’s how we leverage these features for our Curse of Strahd game:
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Character Management
Each player’s character sheet is fully accessible and editable on D&D Beyond. Here, players can manage attributes, track their health, apply conditions, and cast spells. This setup is invaluable in a complex campaign like Curse of Strahd, where frequent inventory checks, spell casting, and status tracking are crucial. Players can also add notes on their character’s backstory or goals, making it easy to stay immersed in the character’s personal journey within the campaign’s haunted landscapes. -
Campaign Management
D&D Beyond offers a campaign hub where the Dungeon Master (DM) can share notes, maps, and lore about the world. For Curse of Strahd, this means accessing detailed descriptions of Barovia’s eerie locations, background on the malevolent Count Strahd von Zarovich, and even hints of the land’s dark history. The DM can manage encounters, track party progress, and upload new maps as the adventurers move deeper into the realm. For players, this means that key details are at their fingertips, allowing them to focus on the game’s narrative and strategy rather than logistical details. -
Mapping
While D&D Beyond does not directly support battle maps, many players supplement it with external platforms like Roll20 or Foundry VTT for virtual maps. However, within D&D Beyond, players still have access to world maps and can view DM-shared descriptions and images, which help them mentally visualize their position and surroundings in Barovia. In our case, the combination of voice description by the DM, supplemented by these digital tools, provides an immersive experience that makes the grim setting of Barovia come to life, even in a virtual space. -
Digital Die Rolling
One of the joys of D&D is rolling dice, and D&D Beyond offers a digital alternative. Each roll—be it for an attack, a saving throw, or an ability check—can be done directly on the character sheet. The digital dice animate on screen, and results are instantly visible to all participants, adding an element of suspense and excitement, particularly in high-stakes situations. Rolling for attacks against Strahd’s minions or succeeding in key saves builds the same tension as physical dice, creating a seamless flow in our remote setup. -
Discord Voice Chat
While D&D Beyond handles the gameplay, Discord serves as our communication platform, allowing real-time voice chat. For roleplay-heavy moments, the voices of our players convey character emotions, hesitations, and personalities, which text alone can’t capture. The DM uses Discord to paint Barovia’s chilling landscapes, describing every unsettling whisper, shadowy figure, or ancient artifact in vivid detail, making each voice transmission part of the haunting atmosphere. Discord also allows for quick, in-character side conversations and party strategy discussions without interrupting the game’s flow.
The Legacy of Dungeons & Dragons and the Rise of Virtual RPGs
Dungeons & Dragons (D&D) originated in the 1970s, designed by Gary Gygax and Dave Arneson, as the first role-playing game that allowed players to create unique characters, embark on fantastical quests, and explore an interactive narrative guided by a Dungeon Master. Initially, D&D brought players together around a physical table, where they’d map out dungeons on graph paper, manually calculate rolls, and keep detailed notes of their characters’ progress. Over the decades, D&D inspired a genre of role-playing games (RPGs) and sparked an entire industry of RPGs, novels, board games, and video games. It also laid the foundation for the storytelling elements seen in many video games today.
With the advent of the internet, RPGs quickly adapted to the virtual world, allowing people from different locations to participate in campaigns. Platforms like D&D Beyond, Roll20, and Foundry VTT brought the traditional tabletop online, making it easier for friends separated by distance to share the immersive experience of D&D. The resurgence of interest in D&D, spurred in part by the success of Stranger Things and popular live-streamed games like Critical Role, has ushered in a new era of virtual RPGs, attracting a wider audience than ever.
A Glimpse into the Curse of Strahd: Lore and Setting
Curse of Strahd, originally released in 2016, reimagines the 1983 adventure module Ravenloft and places players in the grim, gothic realm of Barovia. The campaign unfolds within Strahd’s domain—a mist-shrouded land cut off from the outside world, where despair and fear permeate every corner. Strahd von Zarovich, a powerful vampire and ruler of Barovia, exercises a dark, almost godlike influence over the land and its inhabitants. As players explore Barovia, they encounter villages veiled in gloom, forests twisted by Strahd’s magic, and haunted locales where evil forces thrive unchecked.
Key Locations and Themes in Barovia:
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The Village of Barovia: This is often the party’s first stop in the campaign, a village trapped in perpetual dread. Here, players meet locals who live in fear of Strahd and his minions, and the faded glory of the village reflects the decaying power of its vampire lord.
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Castle Ravenloft: High above the land, Castle Ravenloft looms as both a physical and symbolic representation of Strahd’s power. The castle is a labyrinthine fortress filled with traps, monsters, and secrets—an ominous destination that players may approach with a mix of curiosity and dread.
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The Mist: A supernatural fog surrounds Barovia, effectively trapping all who enter. This mist is an extension of Strahd’s will, a barrier that reinforces his claim as “The Land.” Those who try to escape the mist find themselves disoriented, only to return to Barovia, underscoring the sense of helplessness that pervades the campaign.
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The Vistani: A mysterious group of travelers who can pass through the mist freely. They serve as both guides and enigmatic figures within the campaign, adding layers of intrigue as they interact with the players.
Playing Curse of Strahd Virtually
The isolation and otherworldly horror of Barovia translate well to a virtual setting, where players, already separated by screens, feel an added layer of distance and foreboding. Without physical closeness, our experience of Barovia’s mist-covered streets, ghostly figures, and haunting echoes feels even more surreal, amplifying the sense of dread. In our sessions, the DM describes each scene in detail, and our imaginations paint vivid, chilling images of the cursed land. Playing virtually, we depend heavily on the descriptions and each other’s reactions to build an immersive experience, making the adventure feel like stepping into a classic horror tale.
Our current adventure through Curse of Strahd is an exercise in both individual creativity and collaborative storytelling. Through the tools provided by D&D Beyond and Discord, we are able to experience Barovia’s chilling lore and Strahd’s omnipresent menace as if we were right there, forging a connection that defies distance. This setup honors the legacy of D&D, creating new ways to explore timeless stories, while the flexibility of modern virtual tools allows us to experience the terror, excitement, and camaraderie of adventuring, no matter where we are.